mirror of
https://github.com/italicsjenga/slang-shaders.git
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190 lines
5.1 KiB
Plaintext
190 lines
5.1 KiB
Plaintext
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#version 450
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/*
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Super-res shader - Shiandow
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Ported from Shiandow's code by Hyllian, 2016.
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This file is a part of MPDN Extensions.
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https://github.com/zachsaw/MPDN_Extensions
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 REFSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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// -- Edge detection options --
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#define strength 0.8
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#define softness 0.3
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#define acuity 100.0
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#define radius 1.0
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#define power 2.0
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#define originalSize vec2(params.REFSize.xy)
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#define dxdy (1.0 / vec2(params.SourceSize.xy))
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#define ddxddy (1.0 / originalSize)
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#define sqr(x) dot(x,x)
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// -- Input processing --
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//Current high res value
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#define Get(x,y) (texture(REF,ddxddy*(pos+ivec2(x,y)+0.5)).xyz)
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#define GetY(x,y) (texture(Source,ddxddy*(pos+ivec2(x,y)+0.5)).a)
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//Downsampled result
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#define Diff(x,y) (texture(Source,ddxddy*(pos+ivec2(x,y)+0.5)).xyz)
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D REF;
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const vec3 Y = vec3(.2126, .7152, .0722);
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float RGBtoYUV(vec3 color)
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{
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return dot(color, Y);
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}
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void main()
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{
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vec2 tex = vTexCoord;
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vec4 c0 = texture(REF, tex);
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// Calculate position
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vec2 pos = tex * params.REFSize.xy - 0.5;
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vec2 offset = pos - round(pos);
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pos -= offset;
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// Calculate faithfulness force
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float W = 0.;
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vec3 diff = vec3(0.0);
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vec3 stab = vec3(0.0);
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float var = 0.;
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float c0y = RGBtoYUV(c0.rgb);
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// Loop unrolled for better compatibility.
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float dI2 = sqr(acuity*(c0y - GetY(-1,-1)));
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float dXY2 = sqr(vec2(-1,-1) - offset);
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float w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff(-1,-1);
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stab += w*(c0.rgb - Get(-1,-1));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY(-1, 0)));
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dXY2 = sqr(vec2(-1, 0) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff(-1, 0);
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stab += w*(c0.rgb - Get(-1, 0));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY(-1, 1)));
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dXY2 = sqr(vec2(-1, 1) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff(-1, 1);
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stab += w*(c0.rgb - Get(-1, 1));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 0,-1)));
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dXY2 = sqr(vec2( 0,-1) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 0,-1);
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stab += w*(c0.rgb - Get( 0,-1));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 0, 0)));
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dXY2 = sqr(vec2( 0, 0) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 0, 0);
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stab += w*(c0.rgb - Get( 0, 0));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 0, 1)));
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dXY2 = sqr(vec2( 0, 1) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 0, 1);
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stab += w*(c0.rgb - Get( 0, 1));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 1,-1)));
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dXY2 = sqr(vec2( 1,-1) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 1,-1);
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stab += w*(c0.rgb - Get( 1,-1));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 1, 0)));
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dXY2 = sqr(vec2( 1, 0) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 1, 0);
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stab += w*(c0.rgb - Get( 1, 0));
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var += w*dI2;
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W += w;
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dI2 = sqr(acuity*(c0y - GetY( 1, 1)));
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dXY2 = sqr(vec2( 1, 1) - offset);
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w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
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diff += w*Diff( 1, 1);
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stab += w*(c0.rgb - Get( 1, 1));
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var += w*dI2;
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W += w;
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diff /= W;
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stab /= W;
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var = (var / W) - sqr(acuity*stab);
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// Calculate edge statistics
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float varD = softness * sqr(acuity*stab);
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float varS = (1. - softness) * var;
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// Apply force
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c0.xyz -= strength*mix(diff, stab, softness);
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FragColor = vec4(c0);
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}
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